Added ToComponents. Moved from_value into .
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0c74d2a551
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4 changed files with 69 additions and 23 deletions
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@ -15,7 +15,7 @@
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#![crate_type = "rlib"]
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#![crate_type = "dylib"]
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#![feature(old_impl_check, plugin, core, hash, std_misc)]
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#![feature(old_impl_check, plugin, core, std_misc)]
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#![plugin(rand_macros)]
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//! Computer graphics-centric math.
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@ -16,7 +16,7 @@
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use std::fmt;
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use approx::ApproxEq;
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use matrix::{Matrix, Matrix4, ToMatrix4};
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use matrix::{Matrix, ToMatrix3, Matrix4, ToMatrix4};
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use num::{BaseNum, BaseFloat, zero, one};
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use point::{Point, Point3};
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use ray::Ray;
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@ -27,7 +27,7 @@ use vector::{Vector, Vector3};
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/// A trait representing an [affine
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/// transformation](https://en.wikipedia.org/wiki/Affine_transformation) that
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/// can be applied to points or vectors. An affine transformation is one which
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pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S,V>>: Sized + PhantomFn<S> {
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pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S, V>>: Sized + PhantomFn<S> {
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/// Create an identity transformation. That is, a transformation which
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/// does nothing.
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fn identity() -> Self;
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@ -44,7 +44,7 @@ pub trait Transform<S: BaseNum, V: Vector<S>, P: Point<S,V>>: Sized + PhantomFn<
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/// Transform a ray using this transform.
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#[inline]
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fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P,V> {
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fn transform_ray(&self, ray: &Ray<P,V>) -> Ray<P, V> {
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Ray::new(self.transform_point(&ray.origin), self.transform_vector(&ray.direction))
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}
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@ -84,7 +84,12 @@ pub struct Decomposed<S, V, R> {
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pub disp: V,
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}
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impl<S: BaseFloat, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>> Transform<S, V, P> for Decomposed<S, V, R> {
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impl<
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S: BaseFloat,
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V: Vector<S>,
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P: Point<S, V>,
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R: Rotation<S, V, P>
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> Transform<S, V, P> for Decomposed<S, V, R> {
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#[inline]
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fn identity() -> Decomposed<S, V, R> {
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Decomposed {
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@ -140,9 +145,12 @@ impl<S: BaseFloat, V: Vector<S>, P: Point<S, V>, R: Rotation<S, V, P>> Transform
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}
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}
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pub trait Transform3<S>: Transform<S, Vector3<S>, Point3<S>>+ ToMatrix4<S> {}
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pub trait Transform3<S>: Transform<S, Vector3<S>, Point3<S>> + ToMatrix4<S> {}
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impl<S: BaseFloat + 'static, R: Rotation3<S>> ToMatrix4<S> for Decomposed<S, Vector3<S>, R> {
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impl<
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S: BaseFloat + 'static,
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R: Rotation3<S>
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> ToMatrix4<S> for Decomposed<S, Vector3<S>, R> {
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fn to_matrix4(&self) -> Matrix4<S> {
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let mut m = self.rot.to_matrix3().mul_s(self.scale.clone()).to_matrix4();
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m.w = self.disp.extend(one());
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@ -150,9 +158,15 @@ impl<S: BaseFloat + 'static, R: Rotation3<S>> ToMatrix4<S> for Decomposed<S, Vec
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}
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}
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impl<S: BaseFloat, R: Rotation3<S>> Transform3<S> for Decomposed<S,Vector3<S>,R> where S: 'static {}
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impl<
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S: BaseFloat + 'static,
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R: Rotation3<S>
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> Transform3<S> for Decomposed<S, Vector3<S>, R> {}
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impl<S: BaseFloat, R: fmt::Debug + Rotation3<S>> fmt::Debug for Decomposed<S,Vector3<S>,R> {
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impl<
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S: BaseFloat,
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R: fmt::Debug + Rotation3<S>
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> fmt::Debug for Decomposed<S, Vector3<S>, R> {
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fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
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write!(f, "(scale({:?}), rot({:?}), disp{:?})",
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self.scale, self.rot, self.disp)
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@ -202,3 +216,40 @@ impl<S: BaseNum> ToMatrix4<S> for AffineMatrix3<S> {
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}
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impl<S: BaseFloat> Transform3<S> for AffineMatrix3<S> where S: 'static {}
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/// A trait that allows extracting components (rotation, translation, scale)
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/// from an arbitrary transformation/
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pub trait ToComponents<S, V: Vector<S>, P: Point<S, V>> {
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/// Associated rotation type
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type Rotation;
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/// Extract translation component
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fn to_translation(&self) -> V;
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/// Extract rotation component
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fn to_rotation(&self) -> Self::Rotation;
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/// Extract scale component
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fn to_scale(&self) -> V;
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}
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impl<
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S: BaseFloat,
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V: Vector<S> + Clone,
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P: Point<S, V>,
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R: Rotation<S, V, P> + Clone,
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> ToComponents<S, V, P> for Decomposed<S, V, R> {
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type Rotation = R;
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fn to_translation(&self) -> V {
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self.disp.clone()
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}
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fn to_rotation(&self) -> R {
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self.rot.clone()
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}
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fn to_scale(&self) -> V {
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Vector::from_value(self.scale)
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}
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}
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pub trait ToComponents3<S>: ToComponents<S, Vector3<S>, Point3<S>>
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where Self::Rotation: ToMatrix3<S> {}
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@ -22,11 +22,11 @@
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//! vector are also provided:
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//!
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//! ```rust
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//! use cgmath::{Vector2, Vector3, Vector4, one, zero, vec3};
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//! use cgmath::{Vector, Vector2, Vector3, Vector4, zero, vec2, vec3};
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//!
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//! assert_eq!(Vector2::new(1.0f64, 0.0f64), Vector2::unit_x());
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//! assert_eq!(vec3(0.0f64, 0.0f64, 0.0f64), zero());
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//! assert_eq!(Vector4::from_value(1.0f64), one());
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//! assert_eq!(Vector::from_value(1.0f64), vec2(1.0, 1.0));
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//! ```
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//!
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//! Vectors can be manipulated with typical mathematical operations (addition,
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//!
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//! // Scalar multiplication can return a new object, or be done in place
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//! // to avoid an allocation:
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//! let mut c: Vector4<f64> = Vector4::from_value(3.0);
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//! let mut c: Vector4<f64> = Vector::from_value(3.0);
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//! let d: Vector4<f64> = c.mul_s(2.0);
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//! c.mul_self_s(2.0);
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//! assert_eq!(c, d);
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@ -110,6 +110,8 @@ use num::{BaseNum, BaseFloat, Zero, One, zero, one};
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/// of these make sense from a linear algebra point of view, but are included
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/// for pragmatic reasons.
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pub trait Vector<S: BaseNum>: Array1<S> + Zero + One + Neg<Output=Self> {
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/// Construct a vector from a single value, replicating it.
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fn from_value(s: S) -> Self;
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/// Add a scalar to this vector, returning a new vector.
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#[must_use]
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fn add_s(&self, s: S) -> Self;
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@ -206,14 +208,6 @@ macro_rules! vec(
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$Self_::new($($field),+)
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}
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impl<$S: Copy> $Self_<$S> {
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/// Construct a vector from a single value, replicating it.
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#[inline]
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pub fn from_value(value: $S) -> $Self_<$S> {
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$Self_ { $($field: value),+ }
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}
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}
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impl<$S: Zero> Zero for $Self_<$S> {
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#[inline]
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fn zero() -> $Self_<S> { $Self_ { $($field: zero()),+ } }
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}
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impl<S: BaseNum> Vector<S> for $Self_<S> {
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#[inline] fn from_value(s: S) -> $Self_<S> { $Self_ { $($field: s),+ } }
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#[inline] fn add_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field + s),+) }
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#[inline] fn sub_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field - s),+) }
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#[inline] fn mul_s(&self, s: S) -> $Self_<S> { $Self_::new($(self.$field * s),+) }
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@ -31,9 +31,9 @@ fn test_constructor() {
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#[test]
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fn test_from_value() {
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assert_eq!(Vector2::from_value(102is), Vector2::new(102is, 102is));
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assert_eq!(Vector3::from_value(22is), Vector3::new(22is, 22is, 22is));
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assert_eq!(Vector4::from_value(76.5f64), Vector4::new(76.5f64, 76.5f64, 76.5f64, 76.5f64));
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assert_eq!(Vector::from_value(102is), Vector2::new(102is, 102is));
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assert_eq!(Vector::from_value(22is), Vector3::new(22is, 22is, 22is));
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assert_eq!(Vector::from_value(76.5f64), Vector4::new(76.5f64, 76.5f64, 76.5f64, 76.5f64));
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}
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#[test]
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